Game piece with item slots and method of playing a game

ABSTRACT

A game piece and method of game playing is disclosed wherein individual game pieces include a multi-piece base with scoring indicia printed on a top portion. The top is rotatable with respect to a bottom portion. A slotted aperture in the top reveals data that varies as the top portion is rotated with respect to the bottom. The variable numbers indicate capability characteristics of the particular game piece. In addition, the base includes slots for the addition of items that enhance the capabilities of the individual game piece. A plurality of additional items fit in the slots with each additional item affecting the numeric values of that character. The items may be dropped or picked up during the game thus permitting customization of each game piece as well as the ability to dynamically alter the characteristics of each game piece.

BACKGROUND OF THE INVENTION

1. Technical Field

The present application is directed generally to games involving the useof miniatures to represent characters and, more particularly, to gamepieces with item slots and a method of playing the game therewith.

2. Description of the Related Art

Fantasy and war games have achieved an unprecedented level ofsophistication. The use of miniature figures to represent characters inthe games is also commonplace, each player in the game manipulatescharacters, with each character being endowed with certaincharacteristics, such as speed, strength, and offensive capability. Theplayers manipulate the characters in a battle or other interaction untila resolution is achieved.

As the complexity of game play has increased, novel approaches have beenintroduced to ease the complexity of the game playing process. Forexample, a multipart game piece is described in WIPO Publication No. WO01/58544. The game piece described therein includes record keepingindicia. A desire for greater flexibility in game playing has led to asignificant need for game playing pieces with dynamic enhancementcapability and for game playing methods that incorporate such dynamicenhancement capability. The present invention provides this and othersadvantages as will be apparent from the following detailed descriptionand accompanying figures.

BRIEF SUMMARY OF THE INVENTION

The present disclosure is directed to a game piece and its operation ingame playing. In one embodiment, the game piece used in the gamecomprises a self contained record-keeping device, wherein therecord-keeping device adjustably displays a variable informationrelating to the game. The information is arranged in a plurality ofselectable groupings of game play indicia with each grouping including aplurality of different game types of game play indicia wherein each typeof indicia indicates information related to a different aspect of theplay of the game and are expressed as game play values. Indicia of onetype in at least some of the groupings have game play values differentfrom the indicia of the same type of others of the groupings. Therecord-keeping includes a receiver portion to receive and removablyretain an indicia altering token therein. In one embodiment, thereceiver portion comprises a slot sized to receive and removably retainthe indicia altering token therein.

In another embodiment, the game piece further comprises an indiciaaltering token for use in playing a game wherein the indicia alteringtoken, when placed in the slot, alters the game play values in the gameof at least one type of game play indicia. The game piece may furthercomprise an item card corresponding to the indicia altering tokenwherein the item card provides data related to the operation of theindicia altering token.

The indicia altering token and corresponding item card may be initiallysupplied as an integral component with the indicia altering tokencomprising a detachable portion of the item card. In another embodiment,the game piece comprises a plurality of receiver portions or slots forplacement of indicia altering tokens.

In operation, the game is played according to a set of game rulescomprising placing first and second moveable game pieces on a playingsurface for use by first and second game players, respectively, inplaying a game based on simulated interactions of the first and secondgame pieces according to the set of game rules. Each of the first andsecond game pieces includes a self-contained record-keeping devicehaving a plurality of alterable game values indicative of theoperational characteristics of the first and second game pieces,respectively, and a receiver portion in the first game piece to receiveand removable retain a token to thereby alter a select game value. Thetoken may be placed in the receiver portion to alter the selected gameplay value of the first game piece. The game further comprises initiallymoving one of the first and second game pieces into position to engagethe first and second game pieces in an initial simulated interactionaccording to the set of game rules. The altered game play value of thefirst game piece is compared with the game play value of the second gamepiece, and based on the comparison determining an outcome of the initialsimulated interaction between the first and second game pieces accordingto the set of game rules.

The first game piece may include a plurality of receiver portions toreceive a plurality of tokens with the method further comprisingaltering selected game values based on the plurality of tokens placed inthe receiver portions.

The second game piece may also have a receiver portion to receive atoken with the method further comprising altering the selected gamevalue of the second game piece based on the token placed in the receiverportion of the second game piece and comparing the altered game playvalue of the first game piece with the altered game play value of thesecond game piece.

The method may further comprise removing the token from the receiverportion of the first game piece to thereby eliminate the alteration ofthe selected game value. In an embodiment wherein the second game piecehas a receiver portion to receive a token, the method may further mayfurther comprise acquiring the removed token for placement in thereceiver portion of the second game piece to thereby alter a selectedgame value of the second game piece based on the token placed in thereceiver portion of the second game piece and comparing the game playvalue of the first game piece with the altered game play value of thesecond game piece.

The method may further comprise use of a third game piece affiliatedwith the first game piece, wherein the third game piece has a receiverportion to receive a token, the method further comprising the removedtoken for placement in the receiver portion of the third game piece tothereby alter a selected game value of the third game piece based on thetoken placed in the received portion of the third game piece.

BRIEF DESCRIPTION OF THE DRAWING(S)

FIG. 1 is an exploded schematic representation of a game piece baseembodying the invention.

FIG. 2 is a perspective view of the game piece base illustrated in FIG.1.

FIG. 3 is a plan bottom view of a selector disk of the game piece baseillustrated in FIG. 1.

FIG. 4 is a plan top view of a base disk of the game piece baseillustrated in FIG. 1.

FIG. 5 is a cross-section view taken along line 5-5 in FIG. 2.

FIG. 6 is a cross-section view taken along line 6-6 in FIG. 2.

FIG. 7 is a perspective view of a tool used to rotate the base disk ofthe game piece illustrated in FIG. 1.

FIG. 8A is a plan top view of the selector disk of the game pieceillustrated in FIG. 1.

FIG. 8B is a plan bottom view of the selector disk of the game pieceillustrated in FIG. 1.

FIG. 8C is a front elevation view of the game piece illustrated in FIG.1.

FIG. 8D is a left side elevation view of the game piece illustrated inFIG. 1 with the right side view being identical.

FIG. 9 illustrates constructed terrain used in game playing.

FIGS. 10A-10C illustrate item cards conferring special abilities on agame piece used in game playing.

FIG. 11A illustrates a game-piece with an added item token conferringspecial abilities positioned for insertion into the game piece base.

FIG. 11B illustrates a game piece with an added item token conferringspecial abilities following insertion into the game piece base.

FIG. 11C illustrates a game piece with an added item token conferringspecial abilities on the game piece used in game playing.

FIG. 12 illustrates an item card conferring special abilities on a gamepiece used in game playing prior to the removal of the item token ofFIG. 11C.

FIG. 13 illustrates an item card conferring special abilities on a gamepiece used in game playing following the removal of the item token ofFIG. 11C.

DETAILED DESCRIPTION OF THE INVENTION

As gaming enthusiasts seek greater sophistication in games, it becomesnecessary to create more options thus leading to greater complexity ingames. The present invention is directed to game pieces and game playmethods that allow dynamic alteration of game piece characteristics.This leads to greater complexity in game strategy and more options forthe sophisticated gaming enthusiast.

As the complexity of each character and each scenario grows, and as thenumber of characters increases, the complexity of the game increases.The challenge of miniature games for players is the extensive andcomplicated nature of the rules and the need for record keeping for eachfigure within the game. In this description, the terms warrior and gamepiece are used interchangeably to describe the invention.

FIG. 1 illustrates a game piece base 10 designed to ease the complexityof such games. Each game piece base 10 is a self-containedrecord-keeping device that includes a selector disk 20, a label 25, anda base disk 30.

The selector disk 20 includes an wedge-shaped statistical (stat) slot oraperture 62 that allows one column of numbers and/or additional datafrom the label 25 to be seen at a given position of the selector disk 20relative to the base disk 30. The selector disk 20 includes a pluralityof fingers 42 mounted at the periphery of the selector disk. Theplurality of fingers 42 includes six short fingers 46 alternating withsix long fingers 50. In alternate embodiments, any other suitable numberor sizing of fingers may be used.

The selector disk 20 also includes a plurality of item slots 60dispersed at even intervals around the periphery of the selector disk20. As will be described in greater detail below, the item slots 60 areused to dynamically alter the operational characteristics orcapabilities of the particular character associated with the game piece10. The selector disk 20 also includes an upper surface 74.

The base disk 30 includes an upper surface 34, a post 38 mounted in thecenter of the selector disk 30, and a plurality of indentations 70 inthe periphery of the upper surface 34. In an exemplary embodiment, thenumber of indentations 70 matches the number of fingers 42 on theselector disk 20.

The label 25 including an aperture 58 is attached to the upper surface34 of the base disk 30 such that the aperture 58 aligns with the post38. A series of numbers, symbols or other data is printed in twelvecolumns of three on the label (not shown). Each column is spaced atapproximately thirty-degree intervals around the label. In alternateembodiments, any other suitable arrangement of numbers can be used.

As seen in FIGS. 1 and 3, one of the short fingers 46 includes a button54 formed therewith and extends vertically downward from a bottomsurface 66 of the selector disk 20. The button 54 interacts with theindentations 70 such that the button 54 resides partially within anindentation 70 when that indentation 70 is aligned with the button 54.The fingers are sufficiently flexible to allow the button 54 to snapinto and out of an indentation 70 as the selector disk 20 is rotatedrelative to the base disk 30. Such an arrangement ensures that theselector disk 20 will only occupy a given number of discrete indexedpositions relative to the base disk 30, where the given number ofdiscrete positions is equal to the number of indentations 70, and whereeach discrete position allows a player to look through the stat slot 62to see whatever numbers, symbols, or colors may appear on the label 25at that location. In other words, the two disks 20, 30 are typicallyaligned such that only one of the columns of numbers appears in the statslot 62 at a time.

As seen in FIG. 1, a bottom surface 36 of the base disk 20 contains araised pattern 37 and a raised peripheral lip 39. A tool 40, shown inFIG. 7, contains a series of protrusions or raised pegs 41 that engageportions of the raised pattern 37 and allow the base disk 30 to beeasily rotated with respect to the selector disk-20. The fingers 42 ofthe game piece base 10 provide a gripping surface such that a player canmanually rotate the selector disk 30 relative to the base disk 20 withthe tool 40. The tool 40 illustrated in FIG. 7 is configured for use ona work surface, such as a table, and is sized to receive the game piecebase 10 and allow the raised pattern 37 of the bottom surface 36 to comeinto engagement with the pegs 41. However, the tool 40 may beimplemented in any convenient form. For example, the tool 40 may be inthe form of a ring (not shown) so that it may be easily worn by a playerduring a game.

FIG. 2 is a perspective view of the game piece base 10 after assembly.In a typical implementation, a figure may be attached to the uppersurface 74 of the selector disk 20. For the sake of clarity andunderstanding the game piece base 10, no character is attached in FIGS.1-6.

FIG. 3 is plan bottom view of the selector disk 20 to better illustratethe stat slot 62, the circular depression 72 and the button 54.

FIG. 4 is a top plan view of the base disk 30 to better illustrate theupper surface 34 of the base disk, the post 38 and the indentations 70and the periphery of the base disk.

When assembled, as illustrated in FIGS. 5 and 6, the label 25 is appliedto the upper surface 34 of the base disk 30, and the base disk 30 fitswithin and is captured by the fingers 42 of the selector disk 20. Thecircular depression 72 is provided in the center of the bottom surface66 of the selector disk 20 to receive the post 38. This arrangementallows the selector disk 20 to be rotated relative to the base disk 30.

As illustrated in FIG. 11C, a FIG. 80 may be attached to the uppersurface 74 of the selector disk 20 to form a game piece or warrior 90.The FIG. 80 may be any representational figure representing a characterin a game.

In other embodiments (not shown), the described game piece base 10 maybe any record-keeping device, such as mechanical and electronic countersthat are suitable for recording and conveying information. Specifically,the game piece base 10 allows for the variation of indicia during thecourse of play. In still other embodiments, the FIG. 80 may be anysuitable type of figure, including humans, animals, and mythical,mechanical, or fantastical creatures. The game piece base 10 may be madeavailable in conjunction with or separately from the FIG. 80 to allowfor interchangeability between FIGS. 80 and bases, or to allow one toacquire a base to match a FIG. 80 one already has.

As is described in more detail below, the design of the game piece base10 means that each game piece base 10 carries with it a complex twodimensional table that reflects a character's performance statistics atup to twelve stages of damage, where each discrete location of the basedisk 20 with respect to the selector disk 30 represents a stage ofdamage. In alternate embodiments, other numbers of discrete locationscan indicate other stages of damage. Thus, the game piece base 10provides both the table and the current performance of the character,eliminating voluminous rulebooks and record keeping.

In addition to the data provided on the label 25 and visible through thestat slot 62, the upper surface 74 of the selector disk 20 containsadditional data 78 about the particular FIG. 80 and its operationalcapabilities. For example, the additional data may be group or clanidentification data, strength data of the FIG. 80 and/or data toindicate a range of attack capability. Details of the additional dataare provided below in the context of the game operation.

The operation of game will be discussed in the context of a particularcharacter set identified as Mage Knights. However, those skilled in theart will appreciate that the principles of game operation and theinterplay of the FIGS. 80 and the item slots 60 are applicable to othercharacter sets.

In Mage Knight, you take the role of a powerful warlord: a king, baronor high wizard who sends his troops out to do battle with opposingarmies. Races of fantastic beings populate your army, while arcane magicand powerful technologies arm them. Mage Knight is a fast-playing gameof tabletop combat using collectable Mage Knight miniatures. Eachminiature is called a warrior (or FIG. 80), and is a member of one ofseveral different factions. If a FIG. 80 has no faction symbol, it is aMage Spawn and cannot use faction-based rules. In addition to belongingto a faction, some warriors are also members of subfactions. Table 1below lists all factions and subfactions: TABLE 1 Faction/SubfactionList Atlantis Guild Atlantean Empire Imperial Legion Golemkore ElementalLeague Necropolis Sect Dark Crusaders   Deathspeakers   Order of VladdBlack Powder Rebels Black Powder Revolutionaries   Northlanders   BloodyThorns Elven Lords   Temple Masters   Free Armies Knights Immortal OrcRaiders Orc Khans   Broken Tusk   Shadow Khans Draconum Shyft HeroSolonavi Apocalypse

Selected subfactions have extra abilities that may come into play duringthe course of the game. The player may select his warriors, in a mannerdescribed below, taking these special abilities into account. Table 2below lists subfaction abilities:

TABLE 2 Faction/Subfaction Abilities

Atlantean Empire

Rally Ability. If this warrior is has the Demoralized special ability atthe beginning of the command phase, heal this warrior of 2 damage. Ifthis warrior has a captive at the beginning of the command phase, thiswarrior may eliminate its captive without being given a special action.

Golemkore

Field Repair. Give this warrior a close combat action, with a friendlyfigure with the Golem damage type as the single target. Neither thiswarrior nor the target Golem can be in base contact with an opposingfigure. Ignore all modifiers to the close combat attack. If the attackis successful, and the Golem is not on its starting position, heal theGolem of 1 damage. Ignore all repair markers on the Golem's combat dialfor purposes of healing.

Dark Crusaders

Deathspeakers

Revenant. At the beginning of your command phase, give this warrior aspecial action. Choose an eliminated figure to be reanimated. Turn thereanimated figure's dial to its starting position. Place the reanimatedfigure on the battlefield within 10″ of this warrior. Reanimated flyingfigures must be placed at ground level. The reanimated figure is afriendly figure while it remains on the battlefield. At the end of theturn, remove it from the game.

Order of Vladd

Vampirism. If this warrior makes a successful close combat attack, itheals 1 damage.

Black Powder Revolutionaries

Northlanders

Reconnaissance. If a player's army is composed of at least one-halfNorthlander figures (as measured by Point Value), reveal two terraincards instead of a single battle card during battlefield preparation.Once all players have revealed their cards, select one of your terraincards to use in this battle and remove the other terrain card from play.

Bloody Thorns

Sniper. This warrior can change its facing at any time during your turnwithout being given an action. When this warrior is given a rangedcombat action, decrease the defense value of each target figure by 2.

Elven Lords

Temple Masters

Gallant Defense. Each friendly Temple Masters figure in base contactwith this warrior can use this warrior's defense value instead of itsown.

Free Armies

Forced March. Each Free Armies figure in a movement formation with thiswarrior can use this warrior's speed value instead of its own.

Orc Khans

Broken Tusk

Reckless. When this warrior makes a successful close combat attack, youcan give it 1 pushing damage to increase its damage value by 1. Thisability may be used multiple times.

Shadow Khans

Hide. Decrease by 1 the damage this warrior takes. When this figure isin concealing terrain, increase its defense value by 1.

When players get together for a Mage Knight game, each player builds anarmy from his own collection of warriors. You can build your armyhundreds of different ways, using figures from a single faction ormixing warriors from several factions together. In the current age ofchaos, armies of every possible configuration have been seen on thebattlefield.

You can play Mage Knight with as many people as you like, but the gameplays best when there are two, three or four players, each with a uniquearmy. You can also play battles with two (or more) sides, with two ormore teammates allied on each side. Using these rules, you will fightyour armies against one another to see who can claim victory!

A Mage Knight miniature is composed of three main parts: the FIG. 80,the base 30 and the selector disk 20, which may be referred to as thecombat dial.

The upper surface 74 of each warrior's selector disk 20 containsimportant additional data, as discussed above. FIG. 8A is a top planview that illustrates an example of the additional data. FIG. 8B is abottom plan view illustrating the bottom of the base disk 20 and thepattern formed thereon. FIG. 8C is a front elevation view. FIG. 8D is aleft side elevation view, which is identical to the right side.

Returning again to FIG. 8A, the number of stars indicate the strength ofa particular character. In the example illustrated in FIG. 8A, thecharacter is a unique character and has no stars on the upper surface 74of the selector disk 20. Other characters appear identical, but havedifferent strength values. For Example, an elfin bowman may be providedin three different versions. The particular FIG. 80 with one starindicates a weak character, two stars indicates a standard character andthree stars indicates a tough character. The rank (ie., number of stars)typically affects the numeric values that are characteristic of aparticular warrior.

The additional data 78 also include a Faction Symbol and a SubfactionSymbol. As will be discussed in greater detail below, the faction andsubfaction affect certain group movements and characteristics. Theability to wield certain items, discussed below, may also be affected bya warrior's faction and/or subfaction.

The additional data 78 also includes a Front Arc, Rear Arc and ArcExtensions. These various arcs are indicative of attack capabilities ofthe particular FIG. 80. The additional data 78 also includes a PointValue for the particular FIG. 80 as well as the Character Name andCollector's Number. The point value is indicative of the relative valueof the particular FIG. 80 while the name and collector's number assistthe player in the collection of gaming pieces.

There are 160 different Mage Knight warriors in the Unlimited set. Othersets may have up to 130 different characters. Some figures look thesame, but have different ranks, paint schemes and combat dials toidentify them. Each figure's base has a collector's number on it so thatindividuals can keep track of their collection.

The combat dial is the unique feature that sets Mage Knight apart fromall other miniatures games. The combat dial is the rotating disk (i.e.,the base disk 30) that forms the game piece base 10. Each warrior'scombat dial shows sets of numbers that tells the player how good theirwarrior is at doing certain things. Each time a warrior takes a click ofdamage during the game, the player clicks the combat dial (i.e., thegame piece 10) clockwise to the next set of numbers. Each time a warriortakes damage, his combat dial numbers change, often reducing hiseffectiveness. When your warrior takes a click of healing during thegame, click his combat dial (i.e., the game piece 10) counter-clockwise.

As noted above, the bases on many characters turn from underneath thedial using the tool 40 (see FIG. 7). A tool 40 may be included in eachStarter Set.

The characteristics of the individual warrior is also part of theadditional data 78 on the upper surface 74 of the selector disk 20. Thisadditional data is summarized in Table 3 below:

TABLE 3 Warrior Characteristics

-   -   Speed Type—indicates permanent movement ability. In the example        of FIG. 8A, the speed type is illustrated as a boot, indicating        that the warrior moves on the ground. Other speed types, include        a wing, indicating the ability to fly, and a wave, indicating        the ability to move across aquatic terrain.    -   Speed Value—indicates a movement distance for each turn. A speed        value, visible through the stat slot 62 (see FIG. 8A) indicates        the distance, in inches, that the warrior can move. As the        warrior's strength fluctuates, the numeric value for speed type        may change. It should be noted that speed value may also be        measured in convenient metric terms, such as centimeters.    -   Attack Bonus—indicates a static extra value that a warrior        receives for ranged combat attacks.    -   Attack Type—indicates the type of attack, such as a bow and        arrow attack, sword attack, or magic attack that can be        performed by the individual warrior.    -   Attack Value—indicates a variable numeric value indicative of        the strength of an attack.    -   Defense Type—indicates the type of defense available for a        warrior and possible immunity. For example, a shield with        superimposed wand indicates immunity from a magic attack.    -   Defense Value—a variable numeric value indicative of a warrior's        strength in defending against an attack.    -   Range—indicates the maximum distance over which a ranged attack        may occur.    -   Number of Attacks—indicates the number of attacks that may be        performed in the course of one turn. In the example of FIG. 8A,        two arrows are illustrated to indicate that two individual enemy        warriors may each be attacked on time. In one embodiment, a        player is prohibited from attacking a single enemy warrior two        times.    -   Ranged Damage Value—a fixed damage value inflicted upon an enemy        warrior during a ranged attack.    -   Damage Type—indicates the type of warrior and the type of damage        suffered by that warrior. Damage to certain warrior types may be        ameliorated by healing if the player has a medic character        within his army. Other damage types may be indicative of damage        to a mechanical robot character, which requires repair from a        repair technician rather than a medic.    -   Damage Value—a variable number, visible through the stat slot 62        (see FIG. 1), indicative of the value inflicted upon an enemy        warrior in a successful attack.    -   Ability Nexus—indicates an enhanced ability based on the color        of the ability nexus symbol visible through the stat slot 62.        The ability nexus illustrated in FIG. 8A is directed to the        attack value and provides enhanced attack capabilities. The        ability nexus could be pointed towards the speed value, the        defense value or the damage value to alter those variable        characteristics. As discussed in greater detail with respect to        Table 4, special abilities may be conferred upon a warrior.        These special abilities may affect the speed characteristic, the        defense characteristic or the attack characteristic of the        warrior based on the color and shape of the special ability        indicator and the association of the special ability with one of        the values in the stat slot 62. In the example of FIG. 8A, the        attack value of 8 is placed in a dark blue circle, which confers        an overwatch ability on the warrior. The green circle ability        nexus of FIG. 8A is also associated with the attack capability        of the warrior. The green circle ability nexus provide the        warrior with an additional ability for arcing arrows over        terrain.    -   Starting Marker—indicates the starting position for the variable        combat values.

Combat Values. Each warrior has multiple combat-values, which includethe variable values shown in the stat slot 62 as well as fixed valuesshown on the upper surface 74 of the selected disk 20. The variablevalues seen through the stat slot 62 can change as the game playprogresses. The variable values are on the combat dial, and can be seenthrough the stat slot 62. Each value appears next to its symbol on theupper surface 74 of the selector disk 20. The stat slot 62 appears onthe rear of each figure's selector disk 20 generally at the back side ofthe FIG. 80, as illustrated in FIG. 11C to permit easy reading by theplayer controlling each figure.

Mounted Warriors. Some Mage Knight figures found in certain expansionsets have a “peanut” or “lozenge” shaped double base. A double basefigure printed with a horseshoe speed type is called a mounted warrior.Mounted warriors follow all rules for normal figures, except where notedin these rules.

Game Items. In addition to your Mage Knight warriors and the rulesdescribed herein, you will need the following items to play: an 18-inchflexible ruler marked in 1-inch increments and 2 six-sided dice. Theseitems are supplied in the Mage Knight Unlimited starter set. Inaddition, you will need a few coins or beads to use as tokens during thegame and some simple terrain items.

There are round blank stickers provided with each pack of Mage Knightwarriors. You can attach one of these to the bottom of the base of eachof your warriors and write your initials on the sticker to help you tosort out which warriors are yours at the end of each battle. If you usethe tool 40 for the bases that turn from underneath, you can use thesticker supplied. Otherwise, simply trim the stickers supplied to fit onthe bottom of the base without covering the turning bar.

There are two things you and your opponents must do before you begin aMage Knight game. Each player must build his army, and then all playersmust set up.

Building Your Army. Everyone in the game should agree on the build totalof each player's army. Build totals should be in multiples of 100points. While you are learning Mage Knight, use armies with build totalsof 100 points. Once you feel comfortable with the basics, you canincrease the build total of your armies to 200, 300 or more points.

Each Mage Knight warrior has a point value printed on the upper surface74 of the selector disk as part of the additional data 78 (see FIG. 8A).Each player chooses warriors for his army whose point values add up to,but do not exceed, the allowed build total. Players may also choosewarriors that add up to less than the build total. For example, Player Ais creating an army with a build total of 100 points. He likes theAtlantean Empire figures, so he chooses most of his warriors from thatfaction.

For its excellent close-combat ability, Player A takes one tough AltemGuardsman (37 points). Next, Player A chooses one weak Demi-magus (22points) and a tough Utem Crossbowman (12 points). Both figures have goodranged attacks. Player A also selects one standard Utem Guardsman (13points). He's going to use this figure to try and capture an opposingpiece during the upcoming battle. Finally, Player A chooses a toughLeech Medic (14 points) from the Black Powder Revolutionaries. Now hisarmy has some healing ability.

Player A adds up the point values of his warriors. The total is 98points (37+22+12+13+14=98). Player A's warriors add up to less than thebuild total of 100 points, which is fine. However, he could not haveexceeded 100 points.

A player's army may contain two or more of the same figure, unless thatfigure is unique. A figure is unique if it has no rank-stars on itsbase. It is permissible for the same unique figure appears in opposingarmies on the same battlefield.

Experience in game playing will aid the player in the selection of gamepieces that work effectively for a selected strategy and game piecesthat work effectively together. For example, armies can be created tokeep opponents at a distance with ranged attacks, recycle dead figures,or capture and eliminate opposing figures. Of course, for eacharmy-building strategy, there is a counter-strategy, so players shouldhave enough diversity among his warriors to handle threats youropponents might bring to the table. Websites are available that permit aplayer to join a community of players who discuss army-buildingstrategies and game rules.

In addition to the selection of warriors, the player can also includeenhancement items in his army. As will be described in greater detailbelow, enhancement items can be used to dynamically alter the inherentcapabilities of a particular warrior. Each enhancement item has certaincharacteristics and Point Values. The player must select the enhancementitems and warriors so the total point value does not exceed the buildtotal.

Set Up. Now it's time to create the battlefield for your game. MageKnight can be played just about anywhere, but a flat tabletop aboutthree feet long on each side is best. Game boards are known in the artand available for purchase. However, those skilled in the art willappreciate that any surface can be turned into a game board. Distancefor movement and attack, described in greater detail below, are measuredwith a ruler or tape measure thus eliminating the need for a game boardwith a fixed grid arrangement. Each player selects one side of thebattlefield to be their starting edge. If there are only two players,choose starting edges that are directly opposite of each other. Alongyour starting edge, you have an imaginary rectangular box called yourdeployment area. Your deployment area begins at your edge and extendsfor 3 inches into the battlefield. Your deployment area must also be atleast 8 inches away from any other edge.

Each player then places from 0 to 4 terrain items in a terrain pool offto the side of the battlefield. Terrain is fully described below. Manyconventional items can act as terrain: a book, a sheet of paper, or asaltshaker can all represent terrain. Details of terrain types andeffects on the game are provided below.

Objective Tokens. The objective tokens represent strategic spots on thebattlefield that each player is trying to take control of. At the startof the game, place one objective token in the very center of thebattlefield and give each player one of the remaining objective tokens.Next, each player rolls 2 dice. Re-roll ties. Whoever rolls the highestis called the first player. This die roll result also tells you how faraway you must place your objective token from your deployment area.Measure from the edge of your deployment area to the center of theobjective token when placing your objective token. Also, each playershould choose an ownership token color that they will use during thecourse of the game. Ownership tokens are included in the starter box andare used to identify what players have taken which objective tokens.

After objective tokens have been placed, the first player then takes aterrain item out of the terrain pool and places it anywhere on thebattlefield using the following rules: each terrain item must be placedat least 2 inches away from any other terrain item or any edge of thebattlefield, may not be placed in any player's starting area and must beat least 2″ away from any objective token. Terrain may not be placed ontop of objective tokens. The player to the left of the first player thenalso chooses a terrain item and places it, using the same rules. Thiscontinues among players around the table in a clockwise direction untilfour terrain items have been placed or, if there are fewer than fouritems in the pool, until all the terrain has been placed.

You can also play Mage Knight with constructed terrain and domain cards(DCs). Operational details of game playing with constructed terrain anddomain cards are provided below.

After objective tokens and terrain have been placed, each player turnseach of his figures' combat dials so that the green starting marker isshowing in the stat slot (See FIG. 8A). Now it's time to deploy yourarmy.

The first player deploys his army on the battlefield. Each of hiswarriors must be placed with their center dot within his deploymentarea. After the first player is finished placing all of his warriors,the player to his left does the same thing. If there are more than twoplayers, continue around the table in a clockwise direction. When thelast player has deployed his army, the battle is ready to begin.

How to Play.

In Mage Knight, players alternate moving their warriors and attackingopposing figures to take control of objective tokens and win the battle.Here are the rules describing how to move individual warriors andconduct combat.

Turns and Actions, Mage Knight is played in a series of turns. The firstplayer takes the first turn. The player to his left takes the next turnand so on, clockwise around the table. If a player is eliminated fromthe game, the remaining players continue taking turns in the same order.

You begin each turn with a certain number of actions. This numberremains the same for the entire game. The number of actions you getdepends on the build total of your army: you get 1 action for every 100points of your army's build total. Therefore, an army with a build totalof 100 points gives you 1 action every turn. A build total of 200 pointsgives you 2 actions every turn; 300 points gives 3 actions, and so on.Your action total remains the same even when your warriors areeliminated or captured.

Each turn is broken into three phases: the command phase, action phaseand end phase. During your command phase, you may want to give actionsthat are specific to the command phase. Some actions also resolve duringyour command phase, so be sure to know your warriors well!

After the command phase comes the action phase. During your actionphase, you assign your actions to your warriors. You can see the resultof one action before choosing the next action (if you have more than oneaction available). No warrior may ever be given more than one action perturn. If you have more actions than warriors, you lose the extraactions. You cannot save or accumulate actions from turn to turn. Eachaction must be chosen from the following four options.

-   -   1. Move action    -   2. Ranged Combat action    -   3. Close Combat action    -   4. Special action

Once you have finished your action phase, you move on to the end phase.During your end phase you check for ownership of objective tokens. Ifany player has a figure in base contact with an objective token and noother opposing warriors are in base contact with the token, that playertakes ownership of that objective token. That player then places anownership token of their chosen color on top of the objective token toshow that they now own that objective. Also in the end phase, you removeany tokens from warriors who were not given an action during your actionphase. Action tokens will be described below. Once you have completedyour end phase, it is the next player's turn. Play proceeds with eachplayer taking a turn.

Example: Player B has nine warriors in his 200-point army. During hiscommand phase, after checking for ownership of objectives, Player B hasa warrior with the special ability venom. This warrior now deals oneclick of damage to each warrior in base contact with its front arc (SeeFIG. 8A). Now Player B moves on to his action phase. He gets two actionsduring his action phase (based on a total build of 200 points), andduring one of his turns, Player B wants to take a shot at one enemyfigure and move closer to another one. Player B gives a ranged combataction to one of his warriors, and after resolving his attack, he givesa move action to a different warrior. Player B has now given his twoactions to two different warriors and his turn is over. In his end phasehe removes any tokens from figures that were given actions before thisturn. Note that he could have given two warriors move actions, or twowarriors ranged or close combat actions. There is no restriction on themix of actions that you can give to your warriors on any given turn.

As an experienced player will appreciate, in small 100- or 200-pointgames, turns go by very quickly. Don't worry if you don't accomplisheverything you want to do in a single turn. Your opponents are playingunder the same restriction, and it will be your turn again very soon!

Important Game Concepts.

Before the different actions are described, here are some important gameconcepts.

Base Contact

Several rules refer to base contact. A figure is in base contact withanother figure or token if their bases are touching.

Friendly and Opposing Figures

Friendly figures are warriors that you control in the game, or figuresthat are controlled by an allied teammate. Opposing figures are anywarriors controlled by an opponent. Friendly and opposing status isdetermined at the beginning of the game and cannot change.

Marking Figures with Actions

If you give an action to one of your warriors, mark him with an actiontoken, such as a coin or bead. This token will remind all players whichfigures have taken actions. During the end phase of your turn, removeall tokens from your figures not given an action this turn.

Pushing

If you give an action to a warrior so that it receives a second actiontoken, that warrior is dealt 1 damage after he resolves his currentaction. This is called pushing. Pushing damage represents fatigue causedto the warrior and may not be reduced by special abilities. A warriorwith two action tokens cannot be given an action so that it receives athird token.

The tokens that you use to mark your warriors remind you which figurescould take the pushing penalty. If you are going to push a warrior, puta second token on him and leave both until your next turn. On that turn,the two tokens will remind you that you can't give the warrior anyactions. At the end of the turn, remove both tokens.

Measurements

When measuring distances for set-up, movement and ranged combat, alwaysmeasure to and from the center of a figure's base. Many bases show acenter dot as a measurement reference. You may measure anything on thebattlefield at any time.

Special Abilities

There are colored squares on each figure's combat dial. These coloredsquares are associated with areas of the stat slot 62 (See FIG. 8A) andrepresent special abilities that your warrior possesses. Specialabilities come and go as your warrior is dealt clicks of damage or ishealed clicks of damage. Some warriors also belong to a subfaction,which also grants them special abilities, as noted above. Table 4 belowlists the various special abilities.

TABLE 4 Special Abilities

Speed Special Abilities

Green Square. Charge ability allows this warrior to move and make aclose combat attack using the same action. Give this warrior a closecombat action when it is not in base contact with an opposing figure.You can move this warrior up to its full speed value as if it were givena move action, and then make a close combat attack. This attack does notcost an extra action.

Red Square. Quickness ability. This warrior may not be part of amovement formation. This warrior may perform a move action without youhaving to give him one of your actions for the turn. He is treated forall purposes as if he was given an action and is marked with an actiontoken normally.

Black Square. Stealth ability. Any line of fire drawn to this warriorthat passes through hindering terrain is treated as though it has beendrawn through blocking terrain.

Gray Square. Bound ability allows a warrior to move and then make aranged attack using the same action. Give this warrior a ranged combataction when it is not in base contact with an opposing figure. You canmove this warrior up to its full speed value as if it were given a moveaction, and then make a ranged combat attack. This attack does not costan extra action.

Brown Circle. Pathfinder ability. This warrior's movement is notaffected by hindering terrain. All figures in a movement formation withthis warrior are considered to have the Pathfinder special ability.

Orange Circle. Frenzy ability. This warrior may not be a part of anyformation. At the beginning of your turn, all warriors with 0 or 1action tokens which have Frenzy must be given a non-pass action beforeyou can give actions to figures that do not have Frenzy. If you havemore warriors with Frenzy than you have actions, you may choose whichwarriors with Frenzy will be assigned an action. A warrior with frenzycannot capture other figures or be captured. If this warrior alreadycontrols a captive, the captive is no longer a captive.

Black Circle. Ram ability. This warrior may not be part of a movementformation and does not cause shake off damage. When this warrior moves,and his front arc is in base contact with one or more opposing figuresat the end of that movement, he inflicts 1 click of damage on each ofthose opposing figures after the free spin opportunity.

Gray Circle. Summon ability allows the warrior to bring an eliminatedMage Spawn figure back into play. Give this warrior a move action, butdo not move it. It may not be in base contact with an opposing figure.Choose one of your eliminated Mage Spawn warriors with a point value nogreater than this warrior's point value. Turn the chosen figure's combatdial to the Starting Position and place it in base contact with thiswarrior.

Dark Blue Circle. Strong flyer ability allows the warrior to carry otherwarriors. Give this warrior a move action. When this warrior moves andis not soaring, select a friendly figure in base contact with thiswarrior. The selected figure moves with this warrior and must end themove in base contact with this warrior. At the end of the move, give theselected figure an action token if it has zero or one action token.

Purple Circle. Submerged ability allows the warrior to start the gameunder water. When preparing the battlefield, deploy this warrior afterall players have deployed their figures without Submerged. This warriorcan be deployed in any water terrain, though it cannot be deployed inbase contact with an opposing figure.

Attack Special Abilities for Sword Attack Warriors

Green Square. Healing ability allows a warrior to heal friendly figureswith a close combat action. Give this warrior a close combat actiontargeting a friendly figure. Neither this warrior nor the target figuremay be in base contact with an opposing figure. Ignore all modifiers tothe close combat attack. If the attack is successful, heal the targetfigure of damage equal to this warrior's damage value. Alternatively,you can roll one six-sided die and heal the target figure of damageequal to the die roll result.

Red Square. Weapon master ability. Give this warrior a close combataction. If the attack succeeds, roll one six-sided die. Deal damageequal to the result of the die roll instead of this warrior's damagevalue.

Black Square. Vampirism ability. If this warrior makes a successfulclose combat attack and deals damage greater than zero to the targetfigure, it heals 1 damage.

Purple Square. Thunder blow ability allows a warrior to increase itsdamage in close combat attack. Give this warrior a close combat actionagainst a single target. If the attack is successful, this warrior cancontinue to attack the same target until an attack is unsuccessful. Eachadditional attack decreases this warrior's attack value by 1. Dealdamage to the target equal to this warrior's damage value plus 1 foreach additional successful attack beyond the first.

Green Circle. Parry ability reduces an opposing figure's attackingability. When this warrior is the single target of a close combatattack, you may roll one six-sided die. Reduce the attacker's attackvalue by the result of the die roll for that attack.

Red Square. Venom ability. At the beginning of your command phase, thiswarrior delivers 1 damage to each opposing figure in base contact withits front arc.

Black Circle. Sweep ability. Give this warrior a close combat action. Hemay not make a capture attempt. This warrior may resolve his attackagainst every opposing figure in his front arc. Roll the attack diceonce and compare the result to the defense values of all opposing targetfigures. This attack inflicts the warrior's normal damage against alltargets successfully hit.

Brown Circle. Counterattack ability allows the warrior to retaliateagainst an unsuccessful close combat attack. After this warrior is thetarget of an unsuccessful close combat attack, it may immediately make aclose combat attack against the attacking opposing figure. This warriordoes not receive an action token for making a counterattack.

Purple Circle. Mighty cleave ability allows a warrior to use a closecombat action to damage opponents adjacent to the attack target. Whenthis warrior succeeds at a close combat attack against a single targetfigure, compare the attack result to the defense values of all opposingfigures in base contact with the target to determine if they would alsobe successfully hit. Deal damage equal to this warrior's damage value toeach figure successfully hit. After completing the attack action, thiswarrior takes 1 damage that cannot be prevented.

Attack Special Abilities for Bow Attack Warriors

Green Circle. Arcing fire ability. When this warrior makes a rangedcombat attack, its line of fire is not blocked by figure bases.

Brown Circle. Bombardment ability allows the warrior to make abombardment attack.

Dark Blue Circle. Overwatch ability. Give this warrior a ranged combataction, but do not choose any targets, determine any lines of fire, orresolve the attack. Give this warrior an action token. At the beginningof your next command phase, this warrior can resolve the ranged combatattack it was given on its last turn.

Attack Special Abilities for Wand Attack Warriors

Green Square. Hex ability. Give this warrior a special action. Onceuntil the beginning of your next command phase, you can choose a targetfriendly or opposing figure that has made an attack within 18″ of thiswarrior. The target figure must reroll the attack. Use the rerolledresult instead of the initial die roll result.

Gray Square. Magic healing ability. Give this warrior a ranged combataction and choose a friendly figure as the target. The target may not bein base contact with an opposing figure, but may be in base contact withthis warrior. All modifiers to the ranged combat attack are ignored. Ifthe attack succeeds, roll one six-sided die. Heal damage to the targetequal to the die roll.

Dark Blue Square. Stormfire, ability allows ranged attacks to affectfigures in base contact with the target figure. If this warrior succeedsat a ranged combat attack against a single target figure, compare theattack roll against the defense value of each figure in base contactwith the target figure. Deal damage equal to this warrior's damage valueto the target figure and 1 damage to each other figure successfully hitby the attack.

Dark Blue Circle. Forceblast ability. If this warrior succeeds at aranged combat attack against a single target figure, roll one six-sideddie. Instead of this warrior's damage value, deal damage to the targetequal to the die roll result.

Defense Special Abilities for Shield and Magic Immunity Warriors

Orange Square. Toughness ability decrease the damage this warrior takesby 1.

Yellow Square. Defend ability. Each friendly figure in base contact withthis warrior may use this warrior's defense value instead of its own.

Black Square. Regeneration ability. Give this warrior a special action.Roll one six-sided die and subtract 2 from the roll. Treat a negativeresult as zero. Heal this warrior damage equal to the result.

Gray Square. Invulnerability ability. Increase this warrior's defensevalue by 2 versus ranged combat attacks that target or can affect him.Reduce by 2 clicks any, damage inflicted on this warrior by ranged orclose combat attacks, or special ability effects that deliver damage.This warrior cannot be healed. This warrior cannot capture or becaptured. If this warrior already controls a captive: the captive isreleased, is no longer controlled by this warrior.

Brown Square. Ghostform ability. This warrior cannot be the target ofranged combat attacks. This warrior's base does not block line of fire.

Green Circle. Infiltrate ability allows the warrior to be deployedoutside the normal deployment area. When preparing the battlefield,deploy this warrior after all players have deployed their figureswithout Infiltrate or Submerged. This warrior can be deployed inhindering or concealing terrain up to its speed value away from itsdeployment area. Once deployed, give this warrior an action token if itwas deployed outside of its deployment area.

Red Circle. Dodge ability. When this warrior is successfully hit by aranged or close combat attack, roll one six-sided die. On a result of4-6, the attack is misses this figure instead.

Orange Circle. Terrify ability. Whenever an opposing player gives a moveaction to a non-Hero figure that would result in it coming into basecontact with this warrior, that player rolls one six-sided die. On aresult of 1 or 2, the figure may not move into base contact with thiswarrior this turn. This warrior is not affected by Terrify.

Gray Circle. Cursed ability. If this warrior is affected by an actionfrom a warrior with wand attack type, deal 1 damage to this warriorafter the action is resolved.

Dark Blue Circle. Spell resistance ability makes a warrior harder to hitwith a magic attack. Reduce the attacker's attack value by 3 if theattacker uses a wand attack type attack against this warrior.

Damage Special Abilities

Yellow Square. Demoralized ability. This warrior can be given only moveactions. This warrior can never voluntarily be moved into base contactwith an opposing figure.

Black Square. Necromancy ability. Give this warrior a move action, butdo not move him. He may not be in base contact with an opposing figure.Choose one of your eliminated warriors. Turn its combat dial to theStarting Position. Roll one six-sided die and turn the figure's combatdial clockwise (the same direction as if you were applying damage) thatnumber of clicks. If the figure's stat slot does not show three skulls,that figure is now returned to play. Place the chosen figure on thebattlefield in base contact with this warrior. Do not roll the die forfigures with the words Zombie or Skeleton in their names; they alwaysreturn to the game at full strength.

Gray Square. Command ability. This warrior may not be captured. At thebeginning of your command phase, roll one six-sided die for thiswarrior. On a result of 6, add one extra action to your normal actionallotment for that turn. Also, at the beginning of your command phase,each friendly figure that is Demoralized in base contact with thiswarrior automatically heals 1 damage.

Purple Square. Crushing blow ability. When this warrior makes a closecombat attack, it ignores the defense special abilities of the targetfigures for the duration of the attack.

Dark Blue Square. Life drain ability. If this warrior makes a successfulranged combat attack against a target figure, it heals 1 damage.

Green Circle. Tinker ability. Give this warrior a close combat action,with a friendly figure with the Golem symbol damage type as the singletarget. Neither this warrior nor the target Golem-can be in base contactwith an opposing figure. Ignore all modifiers to the close combatattack. If the attack is successful, heal the Golem of damage equal tothis warrior's damage value. The Golem cannot be healed if a repairmarker or the starting position appears on its dial.

Red Circle. Pierce ability. When this warrior is given a ranged combataction, he ignores each target figure's defense special abilities.

Black Circle. Magic confusion ability. Give this warrior a ranged combataction and choose one opposing target figure. An opposing target figurehit by this attack takes no damage, regardless of situations or specialabilities that might otherwise inflict damage. Treat an opposing figurehit by this attack as if it has been given a move action, but youcontrol that figure's action. Resolve this move action immediately. Thisaction does not place an action token on the target figure, and there isno pushing penalty. The target figure may not be moved into base contactwith a figure friendly to you. The target figure may not use any specialability that reads “but do not move him,” and none of its optionalspecial abilities may be cancelled while you resolve this move action.

Gray Circle. Leadership ability. If this warrior has zero action tokens,when an action is given to a friendly figure within 10″ of this warriorand there is a clear line of fire between this warrior and the friendlyfigure, give this warrior an action token instead of the friendlyfigure.

Purple Circle. Immobilize ability. Give this warrior a close combataction against a single target opposing figure. If the attack issuccessful, deal no damage to the target. Instead, if the target haszero or one action token, give an action token to the target figure. Ifa second action token is placed on the target figure in this way, thetarget figure is pushed.

All special abilities are in effect as long as they appear in the statslot 62. If a special ability is described as optional, it is assumed tobe in effect unless it is canceled. The owning player may cancel theeffect at any time, in which case it is canceled until the end of thecurrent turn. Afterwards, it is assumed to be in effect again.

Movement

Your warrior's current speed value and speed type appears on his combatdial and comprise one of a Boot, a Wing and a Horseshoe. The speed typetells you how the warrior moves. Sometimes particular speed types allowa warrior to ignore certain types of terrain. Speed types are describedin greater detail below. The speed value is the number of inches you maymove your warrior when you give him a move action. When you move awarrior, place the Mage Knight flexible ruler on the battlefield.Measure from the center of your warrior's base to the desireddestination, curving the ruler as necessary to show the figure's exactmovement path. The movement path shown by the flexible ruler may notcross any figure bases and may not pass between two figures in basecontact. There must be room for the figure's base at the end of it'smovement path.

When all players are satisfied that the correct movement path is shownby the flexible ruler, pick up your warrior and place him at his newposition on the battlefield. When you have finished positioning yourwarrior, you may face him in any direction. The direction that yourwarrior is facing is important because he may only attack (using rangedand close combat actions) through his front arc (See FIG. 8A).

Breaking Away

If you give a move action to a warrior that is in base contact with oneor more opposing figures, that warrior must attempt to break away. Roll1 six-sided die. If you roll a 1, 2 or 3, the warrior fails to breakaway and may not change his position on the battlefield, though you canrotate him to a new facing. If you roll a 4, 5 or 6, you have succeededin breaking away from all opposing figures in base contact. In thatevent, you may change your warrior's position on the battlefield asdescribed above.

A mounted warrior only fails to break away from opposing figures on aroll of 1. A mounted warrior that fails a break away attempt may notrotate to a new facing. When a mounted warrior successfully breaks awayfrom one or more opposing figures in base contact outside of his frontarc, he automatically deals 1 click of shake off damage to each of thoseopposing figures. This damage can be reduced by special abilities.

A warrior who is given a move action to activate a special ability,where the ability states “but do not move him” (e.g., Magic Levitation,Necromancy and Regeneration), does not make a break away roll.

Free Spin

If your warrior's movement brings him into base contact with one or moreopposing figures, those opposing figures immediately have the option tospin in place to bring any portion of their front arcs into contact withyour moving warrior. These spins, called free spins, do not cost youropponent any actions, nor do they ever cause pushing. A mounted warriordoes not get a free spin when an opposing figure comes into basecontact.

Example: Player A's Utem Guardsman has a speed value of 8. He gives theGuardsman a move action. An opposing Crystal Bladesman controlled byPlayer B is a few inches away. Player A checks that the path of themovement is okay, picks up his Utem Guardsman and places it in basecontact with the Bladesman. Player B uses his free spin to put theBladesman's front arc in contact with the Guardsman.

A Moved Warrior

A warrior is considered to have moved if his center dot changes positionon the battlefield at any time during the game, or if his facing ischanged at any time other than during a free spin.

Combat

Warriors can be given two kinds of combat actions: ranged combat andclose combat. Both types of combat actions are described below.

Overview

The following rules apply to both ranged and close combat actions. Theserules use some terms that are explained in the Ranged Combat and CloseCombat sections below.

Rolling 2 and 12

Whenever you give an action to a warrior that requires an attack rolland roll a “2”, you automatically miss the target. This is called acritical miss. Your warrior is dealt 1 damage after a critical miss.This damage cannot be reduced and represents a weapon backfire or yourwarrior straining or wounding himself during the action.

If you roll a “12,” then you have automatically hit the target. This iscalled a critical hit. If you were trying to deal clicks of damage tothe target, then the critical hit deals 1 extra damage. If your attackis against multiple ranged combat targets, this 1 extra damage is dealtto all targets hit by the attack. If you roll a “12” while you aretrying to heal damage to a target, you are automatically successful andheal 1 damage to the target.

Targeting Friendly Warriors

You cannot target a friendly warrior with a damaging attack.Additionally, a warrior may never target himself with any attack orspecial ability, damaging or healing.

Targeting Opposing Warriors

Some warriors have a Magic Immunity defense type. Warriors with thisdefense type have magic immunity. Warriors with this defense type cannotbe affected by any special ability with the word “Magic” in its name andcannot be targeted by any attacks that use the wand attack type.

Healing and Other Repairing Abilities

Some special abilities make it possible to heal or repair damage to awarrior's combat dial. When healing or repairing damage to a warrior,click the combat dial counter-clockwise, but never turn past thefigure's starting marker.

Some warriors have the Golem damage type. Warriors with this damage typemay not be healed. Instead, they are repaired. Also, warriors with theGolem damage type also have repair stoppers on their dial in addition tothe starting position.

Whenever a warrior with the Golem damage type is repaired clicks ofdamage, click the combat dial counter-clockwise until all the clickshave been repaired, or you come to a repair stopper on the warrior'sdial. If a warrior already has a repair stopper showing in their statslot, they may not receive any clicks of repair.

Eliminating Warriors

As soon as three skulls are revealed through the stat slot, your warrioris eliminated from play and removed from the battlefield.

Sequence of an Attack

Use the following sequence of events to make a ranged or close combatattack, regardless of whether or not you are using a formation:

-   -   A. Give a combat action to your attacking warrior (or primary        attacker of an attack formation).    -   B. Declare the target(s) of the attack.    -   C. Declare a capture attempt, if applicable.    -   D. Place an action token on each warrior contributing to the        attack.    -   E. The attacking player chooses which of his optional Special        Abilities to turn off.    -   F. The defending player chooses which of his optional Special        Abilities to turn off.    -   G. Roll the attack dice and determine if the attack is        successful.    -   H. Calculate damage dealt and apply the damage to the combat        dial(s) of the target(s).    -   I. Apply effects generated by the damage (e.g., Vampirism).    -   J. Apply pushing damage to the attacker(s), if applicable.

Combat

Mage Knight warriors can specialize in certain types of attacks. Theattack types include those identified by a wand, bow or sword attackicons. Warriors will often have an attack bonus next to their attacktype. This is a modifier that your warrior can add to its attack valuewhen using that specific attack type.

Many things can modify values Mage Knight, and because of this there isa special rule called the rule of three. The rule of three makes surethat once all modifiers have been calculated, no value can be modifiedby more than a total of three. This rule is explained in greater detailbelow.

When you want one of your warriors to make an attack, you can give thema ranged combat action or a close combat action. All warriors can begiven close combat actions.

Ranged Combat

Ranged combat represents everything from bow- and gunfire to magicalspell attacks. A warrior with a range value greater than 0 may be givena ranged combat action to perform an attack from a distance. The rangevalue is the maximum number of inches that your warrior's attack canreach. If the range value is greater than 0 and your warrior is not inbase contact with an opposing figure, then you may give your warrior aranged combat action. The figure given a ranged combat action is calledthe firer. Place one end of a string or ruler at the center of thefirer's base and draw it in a straight line to the center of the targetfigure's base. This is called the line of fire.

A line of fire must pass through the firer's front arc, and be no longerthan his range value. The line of fire is blocked if it crosses anyfigure base (friendly or opposing) other than the firer and the target.If the line of fire is blocked, you may not attack the target figure.You may check a potential line of fire at any time. If the line of firepasses through a target's rear arc, add 1 to the firer's attack value.

Some warriors specialize in ranged combat actions. These warriors have abow attack type symbol on the upper surface 74 of the selector disk 20,as seen in FIG. 8A. Warriors with this attack type have proficienciescalled Precision and Point Blank. Precision allows a warrior to use aranged combat action to target opposing figures in base contact withfriendly figures. Add 2 to the target's defense value when usingprecision. Point Blank allows a warrior given a ranged combat action toadd 1 to it's attack value OR it's damage value when the targetfigure(s) is within ½ the distance of the warrior's range value (roundedup).

To resolve an attack, roll 2 six-sided dice and add them to yourwarrior's modified attack value. If the result is equal to or greaterthan the target figure's modified defense value, the attack issuccessful and your warrior deals clicks of damage to the target figure.

Ranged Combat Damage

When your warrior makes a successful roll of the dice using a rangedcombat action, your warrior deals damage to the target equal to hisranged damage value, plus any modifiers. Your opponent must click thetarget's combat dial clockwise that number of times. Special abilities(such as Magic Enhancement) and game modifiers (such as multiple rangedcombat targets) can change the damage inflicted on a target with aranged combat action.

Ranged Combat against Multiple Targets

Your warrior might be able to affect two or more target figures with asingle ranged combat action. However, you may never target a figure morethan once during a ranged combat action.

All figures show one or more arrow symbols beside their range value. Thenumber of arrow symbols is the maximum number of different targets yourwarrior may target with a single ranged combat action. If you are firingat more than one target, you must be able to draw an unblocked line offire to each target.

Hint: Certain special abilities, such as Flame/Lightning and Stormfire,also allow ranged combat actions to be resolved against multiplefigures, but you'll only have to draw a line of fire to the main targetof the attack.

When your warrior is attempting to affect more than one target with aranged combat action, you only make one ranged combat attack roll.Compared this roll to every target's modified defense value. Sometargets with low defense values may be affected by the attack, while thesame attack might miss others with high defense values. Afterdetermining which figures have been hit, the attacking warrior thendivides his damage value between the targets. The attacking warrior maydeal 0 damage to a target. The attacking warrior must assign all damageto a figure at once.

Example: Player A gives a ranged combat action to his KhamsinGunslinger. The Gunslinger has two arrow symbols next to his rangevalue. Player A chooses two opposing figures within his warrior's rangevalue and front arc. The lines of fire to the two targets are notblocked and neither target is in base contact with any figure friendlyto Player A. In other words, both targets can be attacked! The attackvalue of the Gunslinger is 7. Player A rolls 2 six-sided dice, for aresult of 8. The total attack roll is 15 (7+8=15). Player A compares his15 to the defense values of the two targets: one is a Mending Priestesswith defense value 16, and the other is a Leech Medic with defense value15. The Gunslinger's attack misses the Priestess, but hits the Medic for1 click of damage.

Close Combat

Close combat represents hand-to-hand and melee weapon attacks. Somewarriors excel with close combat actions. These warriors have a swordattack type symbol. Warriors with this attack type can also use aproficiency called Gang Up. Gang Up allows a warrior to add 1 to hisattack roll for each friendly figure whose front arc is in base contactwith the target figure. Each friendly figure must have the same factionsymbol as the attacking warrior in order to use Gang Up. Only thewarrior given the close combat action receives a token.

The front arc of your warrior must be in base contact with the targetfigure(s) before you can your warrior can make an attack using a closecombat action.

Roll 2 six-sided dice and add them to your warrior's modified attackvalue. If the result is equal to or greater than the target's modifieddefense value, then you have made a successful close combat attack. Ifyour warrior is in base contact with the target's rear arc you add 1 tothe attack value.

Close Combat Damage

When your warrior makes a successful roll of the dice using a closecombat action, your warrior deals damage to the target equal to hisdamage value, plus any modifiers. Your opponent must click the target'scombat dial clockwise that number of times. Close combat damage can bealtered by special abilities (e.g., Weapon Master).

Close Combat Capturing

Only warriors with the sword attack type symbol may make a capturingattack. Give the warrior a close combat action and increase the defensevalue of the target by 3. If the attack is successful, the target figuretakes no damage but becomes the warrior's captive. Remove any actiontokens from the captive warrior. When holding a captive, this warrior isconsidered to have the boot symbol speed type and must use the lower ofthe two speed values (captor or captive). When holding a captive, awarrior may only be given move actions. When moving a captive, thecaptor must maintain base contact with the captive before and after moveactions. The captor may abandon its captive at any time during its turnby being given a move action and leaving the captive figure behind.Captives are also abandoned if the captor is eliminated from play.Abandoned captives immediately revert to normal and can be targeted withattacks as normal. A captive cannot be given an action and its specialabilities or icons are ignored.

A captive figure can also be eliminated from play by the controllingfigure. To eliminate a captive, give the captor a close combat action tomake an attack against the captive. Increase the captive's defense valueby 3 (as it struggles for its life!). If the attack roll is successful,the captive is eliminated from play. If the attack roll is unsuccessful,the captive takes no damage.

Rule of Three

When you give a combat action to a warrior, there are many things thatcan affect the values used in the attack. Sometimes terrain or specialabilities can increase a figure's defense value, or relics and items canincrease attack values. There are even ways to increase damage values.Since a lot of these modifiers can stack up in Mage Knight, there is aspecial rule called the rule of three. The rule of three makes sure thatonce all modifiers have been calculated, no value can be modified bymore or less than a total of three.

For example, Player A gives his Atlantean Sorcerer a ranged combat,action to use a wand attack type to attack a Black Powder Rifleman.Player A decides to use the three Apprentice Sorcerers to use a rangedcombat formation to add to the Atlantean Sorcerer's attack value. Eachadditional figure adds 2 to the Atlantean Sorcerer's attack value, so itcurrently has a +6 to it's attack value. In addition, the line of firepasses through the Black Powder Rifleman's rear arc, adding anadditional 1 to the attack value for a total of +7 to the AtlanteanSorcerer's attack value. The Black Powder Rifleman has the SpellResistance special ability, which reduces the Atlantean Sorcerer'sattack value by 3. The total modifier to the Atlantean Sorcerer's attackvalue is +4. Because of the rule of three, the total amount of themodifier is reduced to 3.

Formations

An action that you give to one of your warriors can be shared amongother friendly figures by using formations. You may always choosewhether or not to use a formation, and a formation only exists for theduration of an action. Formations have no effect before or after theaction, or during other player's turns.

Formation Restrictions

All members of a formation must be from the same faction, though theycan be from different subfactions. Look at the faction symbol on eachfigure's base to determine if the figures may be part of the sameformation. Mage Spawn figures don't have faction symbols, so you cannever create a formation using them exclusively. However there areexceptions, as discussed below with respect to the Shyfts faction.

Formation Movement

If 3, 4 or 5 of your warriors are grouped together so that each one istouching the base of at least one other warrior, then you can call thisgroup a movement formation. Only a warrior eligible to receive a moveaction may be a member of a movement formation. When you give a moveaction to just one of these warriors, all of the warriors in themovement formation may move as part of that same action. The speed ofeach figure in the movement formation is reduced to the speed of itsslowest figure. Move all figures in the formation normally, one at atime. The action ends when each member of the formation has moved.During the action, the warriors must be moved to positions on thebattlefield so that at the end of the action each member is once againin base contact with at least one other warrior from the formation. Theformation cannot be split into two or more groups at the end of theaction.

Even though only one warrior in the formation is given the move action,each member of the formation is marked with an action token and all areconsidered to have taken an action. Using a movement formation may causesome figures to be pushed, while others are not. This depends on whichfigures took an action on the player's preceding turn, as shown bytheir-tokens.

If any figure in a movement formation fails a breaking away roll, thatfigure may not move, though it can still rotate to face a new direction.Other figures in the formation can move normally, but at the end of theaction, each warrior's base must still be touching the base of anotherwarrior in the formation. Those skilled in the art will appreciate thatmovement formations are good because one move action allows you to moveseveral warriors instead of just one.

A warrior given a move action to activate a special ability, where theability states “but do not move him” (e.g., Magic Levitation,Necromancy, Regeneration), cannot be a member of a movement formation.

Ranged Combat Formations

If 3, 4 or 5 of your warriors are grouped together so that each one istouching the base of another, you may declare a ranged combat formation.Only a warrior eligible to receive a combat action to male a rangedcombat attack may be a member of a ranged combat formation. When make aranged combat attack with just one of these warriors, all of thewarriors in the formation contribute to the attack. Ranged combatformations can only be used when the attack is only going to affect asingle target figure, and the intent is to damage (not heal) it.

Each member of the ranged combat formation must be able to draw a lineof fire to the target figure. The target must be within the range valueof each of the formation members. The warrior to whom you give theranged combat action is called the primary attacker. To resolve theattack, you use the primary attacker's attack value and damage value. Ifa member of the ranged combat formation has the bow attack symbol, itmay either add 2 to the attack roll or 1 to the damage value. If amember does not have the bow attack symbol, it may only add 2 to theattack roll.

As another example, warriors from the Elemental League are positionedfor a ranged combat formation. Lines of fire are drawn; all are clearand within the range values of each figure. The ranger is chosen as theprimary attacker. The primary attacker chooses to use one member of theformation to add 2 to the attack roll and the other member to add 1 tohis damage value.

Even though only one warrior in the formation is given the ranged combataction, each member of the formation is marked with an action token andall are considered to have taken an action. Using a ranged combatformation may cause some figures to be pushed, while others are not.This depends on which figures took an action on the player's precedingturn, as shown by their tokens.

Those skilled in the art will appreciate that ranged combat formationsare good because they allow you to hit targets with very high defensevalues.

Critical Misses with Formation Attacks

If you roll a critical miss during a ranged or close combat formationattack, the attack automatically misses and only the primary attacker isdealt 1 click of damage.

Shyfts

All warriors with the Shyft faction symbol have the ability to formformations with Mage Spawn figures. Shyft and Mage Spawn warriors may bepart of the same movement or ranged combat formation when two conditionsare met. When the formation is declared, each Mage Spawn figure in theformation must be in base contact with at least one Shyft figure in theformation. When the formation's action is completed, each Mage Spawnfigure must be in base contact with at least one Shyft figure thatstarted the action as a member of that formation.

Otherwise, all other formation rules are in effect. Note that in a mixedShyft/Mage Spawn close combat formation, each Mage Spawn figure must bein base contact with a Shyft figure in that formation. It is furthernoted that Mage Spawn cannot Gang Up.

Terrain

You do not have to use terrain when you fight a Mage Knight battle, butadding terrain to your tabletop will make your game more challenging andinteresting. There are three main types of terrain in Mage Knight:clear, hindering, and blocking. These terrain types can exist attabletop (ground) level, or they can be elevated. In addition, there areseveral types of special terrain described at the end of this section. Afigure is considered to be “in” a terrain feature if its center dot isin the terrain.

Clear Terrain. Clear terrain represents anything from a grassy plain toa city square. The entire battlefield consists of clear terrain, exceptin those areas where hindering, blocking or special terrain items areplaced. You may not place non-elevated clear terrain in the terrain poolwhen setting the scene.

Hindering Terrain. Hindering terrain consists of brush, light woods,debris and other, similar terrain. You can represent such terrain usingshapes cut out of construction paper or cloth. The outer edges of theseshapes represent the boundaries of the hindering terrain. Hinderingterrain should lie flat on the table so that it does not interfere withthe placement of a warrior's base. You can place scale models of bushesand small trees on top of your hindering terrain shapes for visualeffect. During the game, you can reposition these models within theboundary of the terrain, since they have no effect on the play of thegame.

Your warriors can move into and through hindering terrain with somerestrictions. If your warrior begins a move with any part of his basetouching clear terrain, his movement must end immediately when his basecrosses completely into a hindering terrain feature. He does not have tostop if his base does not cross completely into hindering terrain. Ifyour warrior begins a move with any part of his base touching hinderingterrain, his speed value is cut in half for the turn (round up to thenearest whole inch), even if he begins his movement by leaving thehindering terrain. This reduction is made after all other adjustments tothe figure's speed value.

If a line of fire passes through any amount of hindering terrain and/orany number of hindering terrain features, add 1 to the target's defensevalue. This is called the hindering terrain modifier. Close combatattacks are not affected by hindering terrain.

An attacker whose center dot is in hindering terrain is not penalized bythe modifier if his front arc lies entirely outside of the hinderingterrain boundary and the line of fire does not pass through any otherhindering terrain features. This represents your warrior's ability tofire from the edge of hindering terrain: protected by it, but notpenalized by it. When using a ranged combat formation, only the primaryattacker's line of fire is subject to the hindering terrain modifier.

Concealing Terrain. Another type of hindering terrain is concealingterrain. Concealing terrain is the same as hindering terrain, exceptthat warriors to not need to stop moving when they enter it and theirmovement is not affected by it. Thus, concealing terrain is the same ashindering terrain, except that a warrior's movement is not affected whenentering or leaving it.

Blocking Terrain. Some examples of blocking terrain include largeboulders, high walls and buildings. You can represent blocking terrainusing common items like decks of cards and small cartons, or you can usescale models. Figures cannot move into or through blocking terrain.Also, blocking terrain blocks any line of fire crossing it.

Chasms. Chasms are terrain features that represent canyons or gorges.Warriors cannot move into chasms.

Elevated Terrain Types. Clear, hindering and blocking terrain may beelevated above the ground level battlefield to form hills and lowplateaus. All elevated terrain is assumed to represent the same level ofheight above the battlefield.

You can represent elevated terrain types with stacks of books andmagazines, or use scale models. If you are using models for hills, usemodels with a distinct elevation change and flat upper surface.

All figures must stop as soon as they move up into elevated clear orhindering terrain, or down out of it. When measuring your move, don'tmeasure any vertical distance traveled, just the horizontal portion ofyour warrior's move along the tabletop or elevated terrain type.

Elevated terrain blocks line of fire unless the firer or target or bothare on elevated terrain. For example, a line of fire passes throughhindering terrain and a figure base, but because the firer is elevated,the intervening features can be ignored. If both the firer and targetare on elevated clear terrain, nothing affects the line of fire exceptelevated hindering and blocking terrain and the bases of other elevatedfigures.

If the firer or target is on elevated terrain, but the other is not, theline of fire is blocked if it crosses a different elevated terrainfeature. Intervening blocking terrain also blocks the line of fire,whether elevated or not. Intervening bases of elevated figures will alsoblock these lines of fire, but those off of elevated terrain can beignored. Hindering terrain modifies the attack only if either the fireror target is in hindering terrain, or the hindering terrain is elevated;otherwise it can be ignored.

Height Advantage. When a firer who is not on elevated terrain makes aranged combat attack against an elevated target, the target's defensevalue is increased by +1. This is called the height advantage modifier.A target figure might gain the benefit of the height advantage modifierand the hindering terrain modifier at the same time. This would increaseits defense value by +2.

When using a ranged combat formation, only the primary attacker's lineof fire is subject to the height advantage modifier and hinderingterrain modifier.

Close combat attacks are allowed between figures at differentelevations. Also, members of a formation may occupy differentelevations. Since base contact is a condition for both close combat andformations, look down from overhead to determine whether base contactwould be possible if the elevation difference was not present. If so,then base contact is assumed.

If the target of a close combat attack is elevated, while the attackingwarrior/primary attacker is not, the target gets the height advantagemodifier.

Special Terrain

Mage Knights includes a number of special terrain features that affectgame play. These features are discussed below.

Shallow Water

Shallow water features, like streams, fords and ponds, are treated ashindering terrain for movement, but have no effect on ranged combatactions.

Deep Water

Deep water features, like rivers and lakes, are treated as blockingterrain for movement, but have no effect on ranged combat actions.

Abrupt Elevated Terrain

Raised parapets, flat rooftops and plateaus flanked by cliffs areexamples of abrupt elevated terrain. Abrupt elevated terrain is treatedlike normal elevated terrain except that close combat attacks are notallowed between figures on and off such a feature. Also, formations maynot exist if some members are on and some are off such terrain. Figuresmay only move onto or off of such terrain at an access point such as astairwell or ladder, or if they have the Flight special ability. Everyabrupt elevated terrain item must have at least one access pointdesignated when it is placed in the terrain pool. The path of non-Flightmovement must be measured to and from such access points.

Constructed Terrain

Constructed terrain is a special type of terrain that can also be usedin the Mage Knight game. All players should agree to use constructedterrain before playing. When using constructed terrain, up to two piecesof constructed terrain may be substituted for one terrain piece.Constructed terrain is placed just as any other terrain, except thatconstructed terrain pieces may be placed in contact with each other,and, when two constructed terrain pieces are substituted for one terrainpiece, both constructed terrain pieces must be placed at the same time.In another example, four constructed terrain pieces may be substitutedfor two terrain pieces.

Constructed terrain features can be built from one or more constructedterrain cards and can represent many different terrain types. A terraincard may contain multiple pieces that can be separated and assembled tosymbolize a screen, tent, watch tower or other object. A sampleconstructed terrain card is illustrated in FIG. 9 after the pieces ofthe card are fully assembled. The constructed terrain card containsinformation identifying the Terrain Assembly Piece, Terrain Type,Defense Value, Fortification Value, Structural Point Value and anyAdditional Rules that may apply uniquely to that constructed terraincard.

The terrain type tells you what sort of terrain the terrain featurerepresents, such as blocking, hindering, etc. The defense value is thevalue an attack roll needs to meet or exceed in order to hit and damagethe constructed terrain. The fortification value is added to a figure'sdefense. Also, some constructed terrain allows a figure to be withinthat terrain feature. If a figure's center dot is covered by constructedterrain, the figure is considered to be within the terrain feature.Constructed terrain that allows a figure to be within it will have acenter dot reference printed on a visible area. When targeting a figurewithin a terrain feature, use the reference dot printed on the terrainfeature to draw a line of fire to the target figure. Note that withconstructed terrain you may have to look down from above to see if afigure's center dot is within the edges of the terrain feature, or, insome cases, covered by it.

Whenever a line of fire crosses a part of a constructed terrain feature,refer to the terrain type to see what modifiers may apply. In additionto any modifiers the terrain type may grant, some constructed terrainmay also have a fortification value. This value is also added to atarget's defense if the target's base is touching the constructedterrain and a line of fire drawn to the target crosses part of theconstructed terrain. An attacker in base contact with a constructedterrain feature is not penalized by it. A warrior cannot be given aclose combat action to attack another FIG. 1 f a constructed terrainfeature prevents base contact between them.

Attacking and Destroying Constructed Terrain Features

Constructed terrain, unlike other terrain, can be destroyed and removedfrom play. The structural point value is the amount of damage that mustbe dealt to the constructed terrain feature in one turn in order todestroy it and remove it from play. Constructed terrain can be thetarget of ranged combat actions as long as the firer's line of fire canbe drawn to an edge of the terrain feature. A successful ranged combatattack roll will deal damage equal to the firer's ranged damage value.Close combat actions can target constructed terrain if the attackingfigure's front arc is in contact with the terrain feature. A successfulclose combat attack roll will deal damage equal to the attacker's damagevalue.

Lines of fire drawn to or from titan and multi-dial figures are notaffected by constructed terrain.

Domain Cards

In addition to terrain features, Mage Knight also features domain cards,or DCs. DCs can also alter terrain, weather or other conditions on thebattlefield. All players should agree to use DCs before the game begins.

Before starting the game, each player should secretly choose one DC thatthey would like to play in the game. After terrain is placed but beforeplayers deploy their armies, each player reveals the DC they have chosenfor the battle. Some-DCs cancel out other DCs. Simply follow thedescription on the cards as you play. If you play with DCs, be wary . .. a good choice could give you a huge advantage . . . or place your armybetween a rock and a hard place!

Speed Types

Mage Knights permits a variety of movement types, as described below.

Boot & Horseshoe. Warriors with the boot and horseshoe speed types treatall terrain as previously listed and have the proficiency Double-Time:give the warrior a move action. Double the warrior's listed speed. Atthe end of the movement give the warrior a click of damage. A warriormust turn off speed special abilities when using double-time.Double-time can be used in a movement formation as long as all membersof the formation have boot and horseshoe movement types.

Wing. Warriors with the wing speed type may move through figure basesand blocking terrain, and are unaffected by hindering and elevatedterrain during movement. The warrior cannot end its move on anotherfigure's base. Warriors with this speed type also have the proficiencySoaring: Give this warrior a move action. Reduce speed to ½, rounded up(to represent altitude gained during flight). Soaring figures may notend their movement on another figure's base, but may be in blockingterrain. A soaring warrior gains a +1 bonus to its defense, and may onlybe targeted by ranged attacks, other soaring warriors, or warriors withthe special ability Flight. When targeting a soaring warrior, no terrainmodifiers apply and figure bases do not block line of sight. Soaringwarriors may target grounded or other soaring figures. To show that afigure is Soaring, place the flight stand (included with the figure)underneath the figure at the end of the warrior's movement.

Wave. Warriors with the wave speed type ignore all movement effects forany type of water. In addition, warriors with this speed type gain 2 totheir defensive value when they are in any type of water terrain.

Items and Relics

Unique warriors in Mage Knight have the capability to wield weapons andarmor. These are called items. A unique item is called a relic. Eachunique warrior can wield multiple items with the following restrictions:

-   -   no more than one item with a specific restriction can be wielded        by the same warrior    -   a warrior cannot wield more than one relic    -   a player's army cannot contain more than one of the same relic

FIGS. 10A-10C illustrate front 100 f and back 100 b portions of sampleitem cards 100. The item card 100 describes the special abilitiesconferred upon a warrior that holds the item token 102 of the card. Thecard contains the item token 102, but it can be removed from the card100 and placed in the item slot 60 on the game piece base 10, asillustrated in FIGS. 11A-11C. The item card 100 also contains aremovable circular symbol token 104 indicating the type of item. The useof the symbol token 104 is discussed below.

FIG. 11A illustrates the game piece base 10 and the item token 102positioned for placement in the item slot 60. FIG. 11B illustrates thegame piece base 10 and the item token 102 following placement in theitem slot 60. FIG. 11C illustrates the FIG. 80 attached to the gamepiece base 10 to form a complete game piece or warrior 90. In theexample of FIG. 11C, the item token 102 is positioned in the item slot60.

In an exemplary embodiment, the item card 100 is provided with thecorresponding item token 102 attached thereto. In one exemplaryembodiment, the item card 100 has perforated edges surrounding the itemtoken 102 to permit the easy removal of the item token. FIG. 12illustrates an intact item card 100. FIG. 13 illustrates the item card100 with the item token 102 and the symbol token 104 removed.

Returning again to FIGS. 10A-10C, the item card 100 also contains dataidentifying the item and describing any requirements for item use, thePoint Value, associated with the particular item card and any Modifiersprovided to the wielder of the item. For example, FIG. 10A illustrate aheartseeker relic and confers additional attack capabilities and defensecapabilities on the wielder. For a archery attack, the heartseeker relicadds an additional two points to the offensive value of the wielder andalso confers the special ability indicated by the green circle,described above in Table 4. In the present example, the green circleconfers the ability to arc arrows over terrain. If the wielder of theheartseeker relic comes under attack, the relic confers an additionalthree points to the defensive value of the wielder. Other item cardsconfer different abilities and have different attack and defense valuesthat are used to alter the combat values described above.

In another exemplary embodiment, the item card 100 is manufactured froma foam product that permits the item token 102 and the symbol token 104to be held in place by friction. A product, sometimes referred to aZ-card foam, may be used in this embodiment to provide the desiredcharacteristics. The advantage of this implementation is that thevarious item tokens 102 and symbol tokens 104 be placed back in the itemcard 100 at the conclusion of the game to permit easy storage.

In yet another exemplary embodiment, the item tokens 102 can be suppliedseparately from the item cards 100. For example, the item cards 100 maybe manufactured from paper, similar to sports trading cards, while thecorresponding item tokens 102 may be manufactured from wood, metal,plastic or other suitable material. The present invention is not limitedby the specific form of the item cards 100 and corresponding item tokens102.

Requirements are the specific traits a warrior must have to wield theitem or relic in question. For example, a warrior must have the bowattack type to wield a Dragonstar item token 102, illustrated in thesample item card of FIG. 10B. Other requirements such as faction orminimum attack value are also possible.

When using items in your army, the point value of the item is added toyour build total, just as the point value of a figure adds to your buildtotal. For example, Player A and Player B are playing a standard 300point game. Player A wants a particular warrior to wield Souldrinker, arelic illustrated in the item card 100 of FIG. 10C, having a point valueof 47. As Player A builds his army, he must keep in mind thatSouldrinker adds 47 points to the point total of his army. Player Astill has only 300 points available to build his army. During set up,the selected warrior must begin the game with Souldrinker equipped andthe item token 102 placed in the item slot 60 of the selected warrior.

Relics are contained in item cards with the relic's specific rules andstoryline text on it. Also, each relic has values describing its pointcost, wielder requirements, and the modifiers it provides. Other itemcards (not shown) are more common, cost fewer point and generally conferless extra ability to the wielder. For example, an item card may give aswordsman an enhanced sword value of +1. As noted, a warrior may havemultiple items, but may have only one relic at a time.

A warrior can wield multiple items provided it does not wield more thanone item with the same speed type, attack type, defense type, or damagetype requirement, and provided it has an available item slot 60 (seeFIG. 8A) for that item token 102 to fit in. A warrior can only wield onerelic.

An item can be dropped by its wielder at the beginning of a player'scommand phase. This does not cost an action. If a wielder drops an item,remove the item from the wielder's base and place the item'scorresponding symbol token 104 in base contact with the warrior that hasdropped the item. As can be appreciated, the item token 102 may be ofvariable dimensions based on the type of token. This creates potentialproblems when the item is dropped by a wielder because a long item mayhave base contact with more than one warrior while a small item may havebase contact with less warriors. To alleviate this problem, the symboltoken 104 is placed in base contact with the wielding warrior who dropsthe item. All symbol tokens 104 have the same dimension thus avoiding anunfair advantage based on variable dimensions of the item token 102. Awarrior can be given a special action to pick up an item provided thewarrior meets the item's requirements, is in base contact with thecorresponding item token and has an item slot available to receive theitem.

It should be noted that any warrior, on any team, may pick up a droppeditem if the warrior game piece is in base contact with the droppedsymbol token 104. In addition, a warrior must meet the criteria forwielding an item.

If a warrior wielding items is eliminated, before removing the figurefrom the battlefield remove the items from the wielder's base and placethe corresponding item tokens in base contact with the eliminatedwarrior. Then remove the warrior from the battlefield. If a warrior iscaptured, any items wielded by the warrior remain in control of thewarrior. The only way to remove items from the captured warrior is toeliminate the warrior.

Thus, items can be dropped and picked up during the course of the gameto dynamically alter the characteristics of the warriors. The use ofitem cards 100 permit player customization of the game pieces anddynamically alter the point value of a warrior. The use of multiple itemcards 100 with a single warrior allow a great number of customizedcombinations for the various game pieces.

Ending the Game

The game ends when any of these things happen:

-   -   1. Only one player still has a warrior on the battlefield.        Captives, and figures with the Demoralized special ability        showing, do not count for this purpose;    -   2. A predetermined time limit for the game is reached; or    -   3. All remaining players agree to end the game.

Victory!

At the end of the game, players count how many objective tokens theyhave ownership of. Whichever player has more objective tokens wins thegame. After the game, all players retrieve their eliminated and capturedfigures.

The Standard Game

There are many ways you can play Mage Knight, and lots of decisions youwill have to make before the game starts. What build total will you use?What sort of terrain will you use? Will you set a time limit for play?

In an organized play environment, there is no need to spend timeresolving these questions. Here are the guidelines for the Mage Knightstandard game.

-   -   1. The playing surface is 3 foot x 3 foot square.    -   2. Each army has a build total of 300 points, giving 3 actions        to each player at the beginning of every turn.    -   3. The time limit for the game is 50 minutes.    -   4. When setting the scene, each player contributes 4 standard        terrain items to the terrain pool. Standard terrain templates        are available as free downloads from www.mageknight.com.    -   5. Do not use elevated terrain types.

6. Follow the game's etiquette and have fun!

Mage Knight Etiquette

Miniatures games lack the restricted environments of board games andcard games. This is good, because you can use your imagination todevelop all sorts of unique scenarios and terrain ideas. The butter dishis a sacred stone alter. The key chain in the center of the table is atreasure chest, and the first warrior to drag it back to his table edgeis the winner!

On the other hand, situations may arise which are not covered by theserules. While we have attempted to write very explicit rules, players mayeventually run into a disagreement over-who can do what. We suggest thefollowing points of etiquette.

-   -   1. Players should never spin the combat dials of any figure on        the table unless it takes clicks of damage or heals clicks of        damage. Then, players should only click the dials the required        number of times in the proper direction. In other words, don't        click through a combat dial just to see what's coming up.    -   2. You will constantly pick up your warriors during a game to        adjust their combat dials. Mark the locations and facings of        your warriors with markers on the table whenever you do this.    -   3. Because weapons, arms and other bits of figures stick out        from their bases, it is sometimes difficult to get a clean base        contact between two figures. If you cannot get two figure bases        to touch, agree among yourselves that the two figures are in        base contact until one of them moves away.    -   4. Ambiguous situations will arise. For example, a line of fire        might or might not be nicking a blocking figure base. There        might or might not be enough room between two figures to allow a        third to stand between them. Players will reasonably disagree in        situations like these. In all such instances, roll one die. On a        1, 2 or 3, the action is not allowed. On a 4, 5 or 6, the action        is allowed.

Glossary

A Glossary of terms used throughout the present description providesadditional details op the game playing procedures.

-   -   Access Point: The area where a warrior may move onto or off of a        piece of abrupt elevated terrain.    -   Action: There are three types of actions: move, combat, and        special. You get a certain number of actions at the beginning of        every turn, which you then give to your warriors during the        turn.    -   Action Token: A coin or bead used to mark a figure that has        taken an action.    -   Area of Effect: An area measured from a figure or token's center        outwards in all directions.    -   Army: A group of warriors you control during the game.    -   Atlantis Guild: Humans who control magic-powered technology.    -   Attack Roll: The act of rolling 2 dice and adding an attack        value, then comparing the total to a defender's defense value.    -   Base: The plastic disc to which a warrior is glued.    -   Base Contact: A figure's base is touching the base of another        figure, or a terrain feature.    -   Black Powder Rebels: Humans, Dwarves and Amazons who exploit        gunpowder technology.    -   Breaking Away: Attempting to move a figure that is in base        contact with an opponent.    -   Build Total: When you are building your army, the total of your        warriors' point values cannot exceed this limit.    -   Building Your Army: Choosing warriors whose point values do not        exceed your allowed build total.    -   Captive: A captured figure.    -   Capturing: Using a close combat action to turn a figure into a        captive instead of damaging it.    -   Click of Damage: A clockwise spin of the combat dial for 1        click.    -   Healing a Click of Damage: A counter-clockwise spin of the        combat dial.    -   Close Combat: A melee or hand-to-hand attack.    -   Close Combat Formation: Two or three friendly warriors using a        single close combat action to attack a target figure.    -   Combat Dial: The rotating disc under a figure's base.    -   Critical Hit: An attack roll of “12.”    -   Critical Miss: An attack roll of “2.”    -   Deployment Area: An imaginary rectangle that extends 3″ from the        edge of the battlefield and is 8″ away from any other edge of        the battlefield.    -   Domain Cards: Collectible cards that may be played to alter game        conditions.    -   Draconum: Powerful Human/Drake hybrids.    -   Elemental League: Elf and Troll heroes who wield life-magic.    -   Eliminated from Play: A figure or item that is removed from the        battlefield and set off to the side.    -   Figure: A Mage Knight piece.    -   Firer: A warrior given a ranged combat action to make an attack.    -   First Player: This player places terrain first, sets up his        warriors first and takes the first turn of the game.    -   Formation: Two to five figures in base contact with each other.    -   Free Spin: Rotating a figure so that its front arc touches an        opposing figure that moved into base contact.    -   Friendly Figure: A warrior you control or one that is controlled        by an ally.    -   Gang Up: Allows a warrior to add 1 to his attack roll for each        friendly figure whose front arc is in base contact with the        target figure. Each friendly figure must have the same faction        symbol as the attacking warrior in order to use Gang Up.    -   Height Advantage Modifier: If an attack originates on        non-elevated terrain against a target on elevated terrain, add        +1 to the target's defense value.    -   Hindering Terrain Modifier: If a line of fire passes through any        hindering terrain, add +1 to the target's defense value.    -   Knights Immortal: Martial Elves who have shunned the major        factions.    -   Line of Fire: A line drawn from the center of a firer's base to        the center of a target's base.    -   Mage Spawn: Supernatural and beastly creatures summoned or        created by powerful magicians.    -   Modifier: A bonus added to a warrior's defense value or an        attack dice roll.    -   Mounted Warrior: A warrior mounted on a double base and whose        speed value is denoted with a horseshoe symbol.    -   Move Action: An action that allows you to move a figure.    -   Moved: A warrior is moved when its center dot changes position        at any time, or its facing is changed during the owning player's        turn.    -   Movement Formation: Three, four or five friendly warriors who        all move with just one move action.    -   Necropolis Sect: Dark-elves and Vampires who use death-magic.    -   Opposing Figure: A warrior controlled by an opponent.    -   Orc Raiders: Brutish, mountain-dwelling fighters.    -   Point Value (PV): The cost of a warrior or item.    -   Primary Attacker: The warrior that leads a ranged or close        combat formation.    -   Proficiency: An ability granted to a warrior through an attack        icon type.    -   Pushing: Giving a warrior an action on two consecutive turns.    -   Range Value: The maximum number of inches a warrior may make a        ranged attack at.    -   Ranged Combat: An attack that uses missile weapons, magic or        mind power.    -   Ranged Combat Formation: Three, four or five friendly warriors        who use one ranged combat action to attack a single target        figure.    -   Relic: An item whose collector's number begins with “R”.    -   Removed from Play: A figure or item that is removed from play        may not be re-used in the current game.    -   Setting the Scene: Creating the game battlefield.    -   Shake Off: One click of damage caused by a mounted warrior who        successfully breaks away from an opposing figure.    -   Structural Damage: Points of damage dealt to constructed terrain        pieces.    -   Successful Attack: An attack roll that meets or exceeds a        figure's defense, taking various attack and defense modifiers        into account.    -   Token: A marker, like a penny or spare die.    -   Turn: The period in the game used by one player to give his        actions to his warriors.    -   Unique: A figure without rank stars. You may only have one of        each unique figure in any army.    -   Warrior: A Mage Knight piece.    -   Wielder: A figure that is equipped with an item.

The foregoing described embodiments depict different componentscontained within, or connected with, different other components. It isto be understood that such depicted architectures are merely exemplary,and that in fact many other architectures can be implemented whichachieve the same functionality. In a conceptual sense, any arrangementof components to achieve the same functionality is effectively“associated” such that the desired functionality is achieved. Hence, anytwo components herein combined to achieve a particular functionality canbe seen as “associated with” each other such that the desiredfunctionality is achieved, irrespective of architectures or intermedialcomponents. Likewise, any two components so associated can also beviewed as being “operably connected”, or “operably coupled”, to eachother to achieve the desired functionality.

While particular embodiments of the present invention have been shownand described, it will be obvious to those skilled in the art that,based upon the teachings herein, changes and modifications may be madewithout departing from this invention and its broader aspects and,therefore, the appended claims are to encompass within their scope allsuch changes and modifications as are within the true spirit and scopeof this invention. Furthermore, it is to be understood that theinvention is solely defined by the appended claims.

It will be understood by those within the art that, in general, termsused herein, and especially in the appended claims (e.g., bodies of theappended claims) are generally intended as “open” terms (e.g., the term“including” should be interpreted as “including but not limited to,” theterm “having” should be interpreted as “having at least,” the term“includes” should be interpreted as “includes but is not limited to,”etc.).

It will be further understood by those within the art that if a specificnumber of an introduced claim recitation is intended, such an intentwill be explicitly recited in the claim, and in the absence of suchrecitation no such intent is present. For example, as an aid tounderstanding, the following appended claims may contain usage of theintroductory phrases “at least one” and “one or more” to introduce claimrecitations. However, the use of such phrases should not be construed toimply that the introduction of a claim recitation by the indefinitearticles “a” or “an” limits any particular claim containing suchintroduced claim recitation to inventions containing only one suchrecitation, even when the same claim includes the introductory phrases“one or more” or “at least one” and indefinite articles such as “a” or“an” (e.g., “a” and/or “an” should typically be interpreted to mean “atleast one” pr “one or more”); the same holds true for the use ofdefinite articles used to introduce claim recitations; In addition, evenif a specific number of an introduced claim recitation is explicitlyrecited, those skilled in the art will recognize that such recitationshould typically be interpreted to mean at least the recited number(e.g., the bare recitation of “two recitations,” without othermodifiers, typically means at least two recitations, or two or morerecitations).

1. A game piece for use in a game played on a game playing surface, thegame piece comprising: a self-contained record-keeping device forplacement on the game playing surface, wherein the record-keeping deviceadjustably displays variable information relating to the game, theinformation being arranged in a plurality of selectable groupings, eachgrouping including a plurality of different types of game play indicia,each type of indicia being related to a different aspect of the play ofthe game and being expressed as game play values, the indicia of onetype in at least some of the groupings having game play values differentfrom the indicia of the same type in others of the groupings, therecord-keeping device including a slot for placement of an indiciaaltering token therein.
 2. The game piece of claim 1, further comprisingan indicia altering token for use in playing a game, the indiciaaltering token, when placed in the slot, altering game play values inthe game of at least one type of game play indicia.
 3. The game piece ofclaim 2, further comprising an item card corresponding to the indiciaaltering token, the item card providing data related to operation of theindicia altering token.
 4. The game piece of claim 3 wherein the indiciaaltering token and the corresponding item card are initially supplied asan integral component with the indicia altering token comprising adetachable portion of the item card.
 5. The game piece of claim 1,wherein the record-keeping device further includes additional slots forplacement of additional indicia altering tokens.
 6. The game piece ofclaim 5, further comprising a plurality of indicia altering tokens foruse in playing a game, the indicia altering tokens, when placed in theslot and the additional slots, altering game play values in the game. 7.The game piece of claim 1 for use in playing a game based on simulatedinteractions of at least two game pieces according to a set of gamerules, wherein the game play values are selected to produce outcomes ofthe simulated interactions between the game pieces according to the setof game rules by comparison of the game play values of the game playindicia in selected groupings of the game pieces.
 8. The game piece ofclaim 1, further including an indicator selectively manually movablebetween a plurality of positions corresponding to the groupings toselect one of the groupings for use of the game play indicia thereof todetermine game play.
 9. The game piece of claim 8, further including agripable member exposed for grasping by a hand of a game player, thegripable member being operatively connected to the indicator toselectively manually move the indicator in response to movement of thegripable member between the plurality of positions corresponding to thegroupings to select the one of the groupings for use of the game playindicia thereof to determine game play.
 10. The game piece of claim 9,further including a base portion rotatably coupled to the gripablemember, the base portion having a raised pattern disposed on a surfacethereof for engagement with a tool for rotating the base portion withrespect to the gripable member.
 11. A game piece for use in a game, thegame piece comprising: a self-contained record-keeping device, whereinthe record-keeping device adjustably displays variable informationrelating to the game, the information being arranged in a plurality ofselectable groupings of game play indicia, each grouping including aplurality of different types of game play indicia, each type of indiciaindicating information related to a different aspect of the play of thegame and being expressed as game play values, the indicia of one type inat least some of the groupings having game play values different fromthe indicia of the same type in others of the groupings, therecord-keeping device including a receiver portion to receive andremovably retain an indicia altering token therein.
 12. The game pieceof claim 11 wherein the receiver portion comprises a slot sized toreceive and removably retain the indicia altering token therein.
 13. Aset of at least first and second movable game pieces for use by firstand second game players, respectively, in playing a game based onsimulated interactions of the first and second game pieces according toa set of game rules, each of the first and second game piecescomprising: a first member having a plurality of discrete groupings ofgame play indicia, each grouping including a plurality of differenttypes of game play indicia, each type of indicia indicating informationrelated to a different aspect of play of the game and being expressed asgame play values, the game play values being selected to produceoutcomes of the simulated interactions between the first and second gamepieces according to the set of game rules by comparison of a numberdetermined based upon the game play values of the game play indicia inone grouping of the first game piece with a number determined based uponthe game play values of the game play indicia in one grouping of thesecond game piece, the game play values of a plurality of the game playindicia in at least one of the groupings of the first game piece havingdifferent values than the game play values of a plurality of the gameplay indicia of the same type in at least one of the groupings of thesecond game piece; a second member having an indicator portionpositioned to indicate one of the groupings for use of the indiciathereof to determine the number used for comparison, one of the firstand second members being selectively manually movable relative to theother of the first and second members to selectively position theindicator portion to indicate the one of the groupings; and a slot in atleast one of the first and second game pieces for placement of anindicia altering token therein.
 14. The game pieces of claim 13, furthercomprising an indicia altering token for use in playing a game, theindicia altering token, when placed in the slot of the first, or secondgame pieces, altering game play values in the game of at least one typeof game play indicia.
 15. The game pieces of claim 14 wherein theindicia altering token alters game play values for at least two types ofgame play indicia.
 16. The game pieces of claim 14, further comprisingan item card corresponding to the indicia altering token, the item cardproviding data related to operation of the indicia altering token. 17.The game pieces of claim 16 wherein the indicia altering token and thecorresponding item card are initially supplied as an integral componentwith the indicia altering token comprising a detachable portion of theitem card.
 18. The game pieces of claim 13, further comprisingadditional slots in at least one of the first and second game pieces forplacement of additional indicia altering tokens therein.
 19. The gamepieces of claim 18, further comprising a plurality of indicia alteringtokens for use in playing a game, the indicia altering tokens, whenplaced in the slot and the additional slots, altering game play valuesin the game of different types of game play indicia.
 20. The game piecesof claim 13 wherein each of the first and second game pieces have atleast one slot for placement of an indicia altering token therein, whichwhen place in the slot alters the game play values of at least one typeof game play indicia by an amount and the game play values selected toproduce outcomes of the simulated interactions between the first andsecond game pieces according to the set of game rules by comparison ofthe altered game play values of the game play of the first and secondgame pieces.
 21. A method for playing a game according to a set of gamerules, the method comprising the acts of: placing first and secondmovable game pieces on a playing surface for use by first and secondgame players, respectively, in playing a game based on simulatedinteractions of the first and second game pieces according to the set ofgame rules, each of the first and second game pieces including aself-contained record-keeping device having a plurality of discretegroupings of game play indicia, each grouping including a plurality ofdifferent types of game play indicia, each type of indicia indicatinginformation related to a different aspect of play of the game and beingexpressed as game play values, the game play values being selected toproduce outcomes of the simulated interactions between the first andsecond game pieces according to the set of game rules by comparison of anumber determined based upon the game play values of the game playindicia in one grouping of the first game piece with a number determinedbased upon the game play values of the game play indicia in one groupingof the second game piece, the game play values of a plurality of thegame play indicia in at least one of the groupings of the first gamepiece having different values than the game play values of a pluralityof the game play indicia of the same type in at least one of thegroupings of the second game piece, and an indicator portion positionedto indicate one of the groupings for use of the indicia thereof todetermine the number used for comparison, at least one of the first andsecond game pieces having a receiver portion to receive an indiciaaltering token therein which is used to alter the game play values of atleast one type of game play indicia; for each of the first and secondgame pieces initially moving the one of the first and second members toselectively position the indicator portion thereof to indicate aninitial selected one of the groupings according to the set of gamerules; engaging the first and second game pieces in an initial simulatedinteraction according to the set of game rules; altering the game playvalues of the corresponding game play indicia in accordance with theindicia altering token, if present in the receiver portion; comparingthe number determined based upon the game play values of the game playindicia of the initial selected one of the groupings of the first gamepiece to the number determined based upon the game play values of thegame play indicia in the selected initial one of the groupings of thesecond game piece, and based on the comparison determining an outcome ofthe initial simulated interaction between the first and second gamepieces according to the set of game rules; and thereafter in turnsaccording to the set of game rules until the game is over, repeatedlymoving the one of the first and second members of at least one of thefirst and second game pieces according to the set of game rules toselectively position the indicator portion thereof to indicate aselected one of the groupings, engaging the first and second game piecesin a simulated interaction according to the set of game rules, andcomparing the number determined based upon the game play values of thegame play indicia of the selected one of the groupings of the first gamepiece to the number determined based upon the game play values of thegame play indicia of the same type in the selected one of the groupingsof the second game piece, and based on the comparison determining anoutcome of the simulated interaction between the first and second gamepieces according to the set of game rules.
 22. A method for playing agame according to a set of game rules, the method comprising the actsof: placing first and second movable game pieces on a playing surfacefor use by first and second game players, respectively, in playing agame based on simulated interactions of the first and second game piecesaccording to the set of game rules, each of the first and second gamepieces including a self-contained record-keeping device having aplurality of alterable game values indicative of the operationalcharacteristics of the first and second game pieces, respectively, and areceiver portion in the first game piece to receive and removably retaina token to thereby alter a selected game value; placing the token in thereceiver portion to alter the selected game play value of the first gamepiece; initially moving one of the first and second game pieces intoposition to engage the first and second game pieces in an initialsimulated interaction according to the set of game rules; and comparingthe altered game play value of the first game piece with the game playvalue of the second game piece, and based on the comparison determiningan outcome of the initial simulated interaction between the first andsecond game pieces according to the set of game rules.
 23. The method ofclaim 22 wherein the first game piece has a plurality of receiverportions to receive a plurality of tokens, the method further comprisingaltering selected game values based on the plurality of tokens placed inthe receiver portions.
 24. The method of claim 22 wherein the secondgame piece has a receiver portion to receive a token, the method furthercomprising altering a selected game value of the second game piece basedon the token placed in the receiver portion of the second game piece andcomparing the altered game play value of the first game piece with thealtered game play value of the second game piece.
 25. The method ofclaim 22, further comprising removing the token from the receiverportion to thereby eliminate the alteration of the selected game value.26. The method of claim 25 wherein the second game piece has a receiverportion to receive a token, the method further comprising acquiring theremoved token for placement in the receiver portion of the second gamepiece to thereby alter a selected game value of the second game piecebased on the token placed in the receiver portion of the second gamepiece and comparing the game play value of the first game piece with thealtered game play value of the second game piece.
 27. The method ofclaim 25, further comprising a third game piece affiliated with thefirst game piece wherein the third game piece has a receiver portion toreceive a token, the method further comprising acquiring the removedtoken for placement in the receiver portion of the third game piece tothereby alter a selected game value of the third game piece based on thetoken placed in the receiver portion of the third game piece.
 28. A gamepiece for use in a game, the game piece comprising: a self-containedrecord-keeping device that displays variable information relating to theperformance characteristics of the game piece in the game, theinformation being arranged in a plurality of groupings of game playindicia and being expressed as game play values; and a receiver portionto receive and removably retain an indicia altering token therein. 29.The game piece of claim 28, further comprising an indicia altering tokensized to be removably coupled to and retained by the receiver portion.30. A game piece for use in a game, the game piece comprising: aself-contained record-keeping device that displays variable informationrelating to the performance characteristics of the game piece in thegame, the information being arranged as an indicia having a plurality ofgame play values; and a receiver portion to receive and removably retainan indicia altering token therein.
 31. The game piece of claim 30,further comprising an indicia altering token sized to be removablycoupled to and retained by the receiver portion.
 32. A game piece foruse in a game, the game piece comprising: a self-containedrecord-keeping device that displays information relating to theperformance characteristics of the game piece in the game; and areceiver portion to receive and removably retain a performancecharacteristic altering token therein.
 33. The game piece of claim 32,further comprising a performance characteristic altering token sized tobe removably coupled to and retained by the receiver portion.
 34. Amethod for playing a game according to a set of game rules, the methodcomprising: placing first and second movable game pieces on a playingsurface for use by first and second game players, respectively, inplaying a game based on simulated interactions of the first and secondgame pieces according to the set of game rules, each of the first andsecond game pieces including a self-contained record-keeping device thatdisplays information relating to the performance characteristics of thefirst and second game pieces, respectively, in the game; associating aperformance characteristic altering indicator with the first game pieceto alter a performance characteristic of the first game piece; movingone of the first and second game pieces into position to engage thefirst and second game pieces in a simulated interaction according to theset of game rules; and comparing the altered performance characteristicof the first game piece with a corresponding performance characteristicof the second game piece and, based on the comparison, determining anoutcome of the simulated interaction between the first and second gamepieces according to the set of game rules.
 35. The method of claim 34wherein the performance characteristic is expressed as a game play valueand altering the performance characteristic comprises altering the gameplay value of the first game piece.
 36. The method of claim 34 whereinthe first game piece includes a receiver portion to receive andremovably retain the performance altering indicator and associating theindicator with the first game piece comprises placing the performancealtering indicator in the receiver portion of the first game piece. 37.The method of claim 34, further comprising disassociating theperformance characteristic altering indicator from the first game pieceto return the performance characteristic of the first game piece to aninitial performance characteristic.
 38. The method of claim 37 whereincomparing comprises comparing the initial performance characteristic ofthe first game piece with the corresponding performance characteristicof the second game piece and, based on the comparison, determining anoutcome of the simulated interaction between the first and second gamepieces according to the set of game rules.
 39. The method of claim 37for use with a third game piece, the method comprising associating thedisassociated performance characteristic altering indicator with thethird game piece to alter a performance characteristic of the third gamepiece.